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Co-Op Singleplayer & Customisation

  • Writer: Tom Belous (The Lanky Soldier)
    Tom Belous (The Lanky Soldier)
  • Jul 3
  • 2 min read

Episode 5: Co-Op Singleplayer & Customisation

Released on August 9, 2015

Length: 1 hour & 32min




HIGHLIGHTS:


1. Community Map Updates

  • Massive graphical overhaul

  • Changes in flag placements (e.g., Delta and Bravo repositioned)

  • Improved environmental immersion (jungle feel, improved temple layout)

  • Community reactions and comparison to earlier prototypes

  • Concerns with vehicle placement and gameplay balance


2. Zavod Night Map Issues

  • Visual atmosphere praised (darkness, need for flashlights)

  • Key problem: imbalance due to vehicle visibility (MAA has night vision; chopper does not)

  • Suggestions to remove or limit problematic vehicles (Scout Chopper and MAA)

  • Proposal for infantry-only version or limited-vehicle layout


3. Future Battlefield Game Speculations

  • Mixed opinions on next setting: modern military, World War II, futuristic (2143-style)

  • Trend analysis: main Battlefield titles tend to stay in modern military

  • Importance of thematic cohesion and keeping server experiences distinct (no weapon/time period mixing)

  • Desire for optimized, polished modern military gameplay if reused


4. Gameplay and Design Criticisms (Battlefield 3, 4, Hardline)

  • Over-rewarding with points for simple actions (e.g., kill assists)

  • Poor teamwork integration; lone-wolf behavior prevalent

  • Choke point-heavy map design criticized (e.g., Metro, Locker)

  • Call for incentivizing true support roles (more points for heals/resupplies/repairs)

  • Dislike for KD-focused culture; preference for objective-focused team play


5. Team Play and Squad Mechanics

  • Emphasis on team-based mechanics being core to Battlefield’s identity

  • Proposed training/co-op modes using multiplayer maps and bots to foster teamwork

  • Idea for “squad ops” – story-lite missions for team coordination and skill development


6. Single Player vs Co-op Focus

  • General consensus to move away from traditional single-player campaigns

  • Preference for dynamic co-op missions over linear “rail shooters”

  • Praise for older titles like Medal of Honor for quality narrative

  • Suggestions for story-driven co-op or training scenarios with randomized elements


7. Multiplayer Design Philosophy

  • Accessibility vs core identity: game should be casual-friendly but still prioritize team play

  • Game modes:

    • Rush needs revival with better design

    • Capture the Flag, Carrier Assault, and Chain Link should be emphasized

    • Obliteration and Squad Obliteration preferred as DLC-focused or competitive modes

  • Disapproval of domination (too lone-wolf heavy), suggestion to replace with Chain Link

  • TDM considered redundant or low-priority


8. Vehicle-Centric Modes

  • Discussion about tank superiority returning (mixed opinions)

  • Air superiority still appreciated but seen as a casual mode

  • No viable vanilla maps currently for tank superiority in BF4


9. Customization Preferences

  • Gun customization:

    • Need for improved UI

    • Clear numerical stats preferred over sliders

  • Soldier customization:

    • Camo should match environment and give slight gameplay advantages (e.g., better concealment)

    • Avoid over-customization (e.g., Call of Duty-style micro details like knee pads)

  • Tank camo (e.g., adding foliage for realism) discussed as a cool but potentially unbalanced idea


10. Content and Feature Wishlist for Battlefield 5

  • Requests for:

    • Two-seat bombers

    • Commander being a physical entity (container-based or vehicle-based concept)

    • Improved co-op campaigns that train players

    • Preservation of arcade-style gameplay but with deeper rewards for team actions

    • Realistic camouflage with environmental synergy

    • Balanced scoring system (less for kills, more for team support)

    • Cleaner UI and presentation


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